I was hoping to create a point of reference, but I feel that, in the process, I've inherently misguided you about the scope of your project.
More 'involved' TCG projects I've been involved with had basically 2-3 full time developers over the span of a year, so closer to 6240 hours (dev only) and though I can't quite reveal exact numbers, it would be realistic to think that the average programmer that can pull this off wouldn't charge south of 40 as an employee, or 80 as a freelancer.
So 200 - 500k for programming alone might be a realistic figure.
That's assuming you'd do the art, project management, game and content design, QA, marketing, community management, publishing, audio, etc. all on your own, which is a lot of hats to wear (art alone would likely need 2-3 guys with one person focusing exclusively on UI/Interfaces).
The most critical part of headline titles such as Hearthstone is that they're very iterative in nature. They don't have a set plan, they experiment, see what works, redo and remake the game over and over until it's good enough for publication. So 'AAA'-level CCGs end up costing a lot, because there's also a lot of content to make.
While I don't think it would be realistic to aim for that level of product, it is feasible (but nowhere near easy) to make a CCG game in 2 months, but as with my case, the design needs to be fixed, and of a small scope. I have an established paper prototype to work from, which helped immensely with work planning and avoiding iterative work.